“Ticket to Ride is essentially about connecting points on a graph. All games are ultimately abstract simulations, although sometimes the thing simulated is itself abstract. Computer gaming has been going in two primary directions as of late: in action games, towards greater simulation of reality (or projected reality), and in casual and role-playing games, towards lip-service to realism while grafting on increasingly arbitrary rule systems.
In the first case this has produced first-person shooters with complicated physics systems, and in the second, quest adventures where the “fighting” is done with unusual mechanisms, such as a Tetris-like puzzle game. The first goal is obviously a dead-end in the long run (where do we go after simulating reality is done well enough, or proves impossible to advance?), but the second could be seen as a sign of design decadence. Theoretically the act of playing Tetris, or a collectable card game, or Tower Defense, is no further removed from the physical act of combat as choosing options from a menu, but practically something is lost as game systems become ever more abstract.”
John Harris, Game Design Essentials: 20 Real World Games